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Hez

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  1. Yeah I'm finding this a lot, both on basic single player missions (me vs a single AI bandit) and PVP servers (I'm running multi-threaded). Sometimes you'll be entirely ready to fire (already in STT), and the sparrow will not launch. Holding the fire button down longer does nothing, I've tested and if it's decided not to fire then no matter how long you hold it down it'll never fire. You have to release and repress and hope it launches this time. I've been trying to figure out what is happening here, but so far I've been unable to do so. Seems, as OP has suggested, it's something to do with the radar struggling for a second to get a strong lock. But there is no indication when this is occurring, or why you can't fire. Also can happen at longer ranges vs a M2000 that's blink jamming beyond 20nm. At the moment this is the single biggest issue for me with the F15E - Not being able to trust I can launch a sparrow and not understanding why it might be isn't a great feeling!
  2. So when flying 2+ in PVP and your wing(s) are in non-western jets. Or if you've an automated/human GCI giving you calls in true as opposed to magnetic, as often is the case. It's not difficult to do the maths in your head, but it's extra mental workload which is easier to remove by everyone running true. Many jets have this ability
  3. Hi All, I'm trying to hunt down an option within the F-15E to change my MFDs and HUD to display True headings, instead of Magnetic. Can't find a way in the manual, also can't find it in any submenu in the current build. Have I missed it, or is this yet to be included? Or did the F-15E not even have a way to change to True headings?
  4. Just wanted to say a thank you for all the effort Aerges has put into this module so far. It is easily my favourite airframe to fly. And to echo the statements of CrazyGman, the thing is not at all to be underestimated in cold war PVP, be that 2-circle or even 1-circle fighting. ECW stats were reset recently for the quarter, so this is unfortunately everything, but suffice to say the thing is lethal. Probably about ~50% or more of these would be gun kills. It just takes a bit of time to get used to and has to be flown to it's strengths.
  5. To add to this topic, I've also encountered a new ACLM alignment issue: Since the most recent patch, it appears my alignment process on Enigma's Cold War server is failing in a new unexpected way. As per the F1 Flight Manual pdf I've been using Mode ALCM -> * button -> Parameter STS ..... watch value reach 720 and Green PRET is displayed. Then move into NAV and release my brakes. However, it appears now that my alignment ends with a Red UNI light and my Parameter PP then never changes/updates in flight. I tested 2 aircraft, just to ensure I'd not messed up the startup the first time around. It may be that the ACLM alignment must now be started after something else is finished, but I'm not sure what that change may have been or if this is a bug somehow? Edit: Just to add that I've previously flown the F1EE a large number of times on ECW server without issue, using ALCM alignment and this startup process, so it's only now that I've encountered an issue or this UNI red light. My startup process does involve battery -> engine start first, then once the engine stabilises I begin the ALCM alignment. Not sure if a change to this sequence is now needed - I couldn't see anything mentioned in the manual for certain things that are needed to be switched on/performed first/any waiting time that's required before alignment start.
  6. Yeah this feels like quite a significant improvement for me (I run high resolution) - nice to see some interest for possible changes in this area really. I'll certainly be running this as long as able.
  7. Experienced on Enigmas server, which doesn't enable Wake Turbulence - But it does include crosswinds so not sure if that's part of it because I've gotten it at times when I'm low level and only doing a 3-4G turn without rudder input and it'll still start kicking in. I actually got it on takeoff from Rayak, again it seemed there was quite a crosswind at the airfield on landing and it seems that might have caused the yaw oscillation on takeoff.
  8. I've since not seen the same issue reappear - It was most likely a mess up on my part somehow and I was too quick to write it up as a post rather than do some further testing first - Apologies! Marked as solved.
  9. So this was just after some very initial testing on a multiplayer server (Enigma's server, running the Syria map). Used ALCM to align before swapping to NAV, as well as doing my normal gyro alignment (CAP) prior to any moving. Everything seemed fine, but in the air, my HUD seemed to show the correct magnetic bearing, as normal. But the EE's IDN was showing ~5 less than it should have been. There is a new True/Magnetic switch on the IDN. However, when I tried using that, the EE's IDN was showing ~10 less than my HUD. It seems almost as if the IDN heading has been accidently biased the wrong way. Instead of 150 (as shown on my HUD and shown as my magnetic heading on the F10 map view) the IDN was showing ~145. When I tried swapping modes between True/Magnetic it switched to ~140. So I'm not sure if my alignment somehow was messed up (But my HUD was fine?) or if there is just some minor maths mess up somewhere?
  10. Have you tried using the Day/Night Selector Switch?
  11. It would be great for multiplayer if there was a 3rd option/setting (especially if it could be forced by the server) that only showed the callsigns of friendly aircraft, but not hostile aircraft. Instead of clicking callsigns show all/hide all, if there was an option for show friendly. Keeping their altitude etc is important, even the default assigned random callsign is fine, but the players actual ingame callsign removed would be ideal. It helps prevent someone on their other team using JTAC to target a player specifically, and just generally helps keep things fairer by applying some fog-of-war to the teams. Assuming the server forces the option on. As someone who plays as JTAC a good amount on multiplayer, I personally avoid calling opposing team callsigns out to my team, because I feel it's unfair, but I know it happens, even if not really from mallace but just warning players of a 'good player' to avoid or focus on etc. This one minor change could be pretty good for multiplayer in my opinion - I hope it's not too difficult to implement!
  12. After some extensive testing it appears as though there are a few, what I am assuming are bugs, with the Mirage radar. 1) Radar antenna elevation controls only tilt the radar up and down when in 4L (4 line bar) mode. If you change it in 1L mode, it'll change the number but not change the tilt UNTIL you enter 4L mode and then it'll instantly tilt it to the value you've set. 2) Altitude Difference (D) mode on the radar elevation appears to be in 10,000ft increments per "01" increase or decrease... Not 1,000ft. EDIT: 2b) It also appears that the Elevation Tilt Angle (E) mode also has a 10x (or otherwise large coefficient) factor to it's movement, since instead of +/- ~30deg it's only going to "03" or "02" and that appears to match up roughly with D mode at "01" and "02". 3) Radar elevation values APPEAR to affect radar dogfight modes TEL and BZ. Where if you change your elevation value to tilting up or down, the dogfight lock now is not looking at the same area of the sky ahead of you, meaning if you start tilting your radar and the enter dogfight mode, you'll be unable to achieve a lock for a bandit in your HUD until you return the tilt to normal. 3b) There is no way to reset radar elevation tilt. So this becomes a bit of a nightmare to reset if using E (tilt) mode or D (alt. difference) mode since both are so aggressively tilting up - As per bug #2 - that resetting it isn't easy. 4) Dogfight radar mode BZ does work, but only if you enter TEL first and then BZ mode. Not sure if this is how it's supposed to work? I'm assuming not? 4b) BZ mode seems to say it should auto snap back to the centre position and only scan LEFT or RIGHT areas if you TDC move into them from the default CENTRE zone. However, it seems that when I enter BZ mode, if I had my TDC over to the left already, it'll just stay left and not spring-load to the centre position. ** Things I'm not clear on from reading the manual ** - C+M/SW button, pressing it twice does something to swapping lock targets?? Haven't noticed any difference between pressing a few times or just holding. - Antenna-Gyro switch, just behind the throttle, not sure what that does. - The dogfight modes are the same as "Rapid Gun" mode right? And so the radar should be focused around the centre of the jets flightpath marker rather than something on the horizon? Is that correct? Seems hard to sometimes lock folks above or below you when nose on.
  13. Edited: I'm surprised to see there isn't a keybinding you can set for enabling and disabling weapon stations, these are major functions that would definitely benefit from at least 1 button for on/off or ideally an on/off + ON only + OFF only.
  14. It would be nice to be able to assign keybindings to each button on the AHRS/GPS computer, for those of us with MFDs or other similar button boxes (or even keyboard numpads) so that we can more easily enter data into it without having to click each button, making it more likely to make a mistake.
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